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One question: Have you guys made your aforementioned jump to the 4.0 system, or should I be creating my character with the 3.5 system in mind? Also, what level do you want my character to be for submission purposes?

So the Arcane Powers book came out today. Have you checked it out yet?

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About yukonhorror

Basic Information

Age

34

Badges and Icons

My Icon:

Player

Location

City:

Rapid City

State:

South Dakota

Zipcode:

57702

Country:

USA

Willing to Travel:

30 miles

Availability

LFG/LFP:

LFG

Availability (Days):

Saturday, Sunday

Availability (Times):

Mornings, Afternoons, Evenings

Desired Gaming Frequency:

Weekly - Once per week

Gaming Preferences

Player/GM:

Player

Preferred Genres:

Fantasy, Super Heroic

Favorite RPGs:

D&D(1-4e) HERO

Gaming Worlds:

any is fine with me

Preferred Playing Style:

50% Roleplaying / 50% Combat

Ideal Group Size:

Medium Groups (Between 4 and 6 players)

Online RPGs?:

Yes

What are you looking for?:

4e D&D

About Me

Biography:

I like D&D. I dig 4e as a DM or player;
3.5 is a solid system, but I could never play a game that started out at a level lower than 4;
can't tell you why, but disliked 2e;
I like 1e, but have played it to death and am almost bored with it at this point. The only way I could play is with oriental adventures. I always wanted to try out a kensai, but never got the opportunity.

Gurps looks cool, but complicated.

Played palladium games (heroes unlimited and ninjas and superspies) but only a couple of sessions.

Made a character for shadowrun (but that's as far as the game went).

I wasn't a fan of rolemaster.

Really getting into HERO 6e.

Genre-wise, I like high-fantasy, but any fantasy setting is fine. Genre-mixing is fun. I.e. ninjas in a medieval setting does not upset me, it intrigues me.

I would like to go for a more in-depth super hero campaign though. Maybe something like the eXiles comic. Traveling through dimensions to prevent bad stuff from turning the world upside down.

I am an engineer, so game mechanics not only make sense to me (don't have to explain rules to me), but I also really like solid mechanics. Also, for someone who is unclear about rules systems, I am pretty good at conveying how they work.

I used to play all the time, but that was a long time ago. Thanks to this site, have hooked up with some online gamers. Things didn't turn out, but I will probably find another online game.

I am going to do my best and stay objective. It is nice to see the thingy from mike mearls regarding intention. I think it helps to provide constructive feedback. By knowing his motivations, I can properly assess his implementation.

Let's walk through the fighter (in the context of all the classes) section by section.

Regarding AC and HP, these are obviously relative. Without yet playing, I cannot assess if the target was hit, but one must keep in mind the balancing

I'll put that into more context as I go on, but this is the first of my feedback/impressions/etc... regarding the playtest released by WOTC for 5th edition.

A bit of foreshadowing, at first glance, it seems as though the game has gone back to a more 3.x mentality/mechanic rather than progressing forward to something new and innovative. To me, that is why have a new edition, and why adopt one. Sooo... let's go back in history.